Astonising ACKS – Empyrean Clerics


(This post provides rules for Empyrean Clerics and Bladedancers, presented as options those who [for whatever reason] do not wish their characters to pay obeisance to a bat-sloth-toad deity of Chaos.)

Worship of “historical” gods from Old Earth has largely been abandoned in Hyperborea. In the centuries that each human race has developed in isolation, new deities have become popular. These new gods – referred to here as the “Empyrean” deities – are more popular than as presented in the Hyperborean Gazetteer of AS&SH.

Note, however, that despite the presence of these Empyrean deities, Xathoqqua remains the principal being of worship in all of Hyperborea.

Hyperborea HR

Cleric of Ammonar

Ammonar

This deity is associated with light, the sun, healing, law, music, and poetry. He is the twin brother of Ianna and is said to walk amongst men, oft feigning mortality as a golden-haired youth whose wont is to join the common ranks. (Ammonar replaces Apollo as a primary “human” god in Hyperborea.)

Requirements: WIS 9 or more. Lawful alignment.
Narrow Weapon Selection: Flails/hammers/maces and bolas/nets/slings/saps/staffs.
Unrestricted Armour Selection: All armour (including shields).
Two Fighting Styles: Weapon & shield, two-handed weapons.

Granted Powers: Turn Undead (as per ACKS Cleric).

Spell List: Clerics of Ammonar follow all the standard rules for Clerics (with my house-ruled Divine 2 spell progression), except with minor changes to their spell list:

Ammonar Spell List

Hyperborea HR

Bladedancer of Ianna

Ianna

This deity is associated with love, war, the moons, chastity, fertility, and independence. Twin sister to Ammonar, she manifests as a regal warrior-woman and is reputed to favour matriarchal societies. Ianna is served by Bladedancers (described here) and Priestesses. (Ianna replaces Artemis in Hyperborea, and also includes aspects of Ishtar and Diana.)

Requirements: WIS & DEX 9 or more. Lawful alignment.
Narrow Weapon Selection: Swords/daggers and spears/polearms.
Narrow Armour Selection: Leather armour or lighter (no shields).
Two Fighting Styles: Two-handed weapons, two-weapon style.

Granted Powers: Hyperborean Bladedancers gain bonuses to initiative and AC (as per the ACKS Core Rules), but cannot Turn Undead. Instead they gain the following granted powers:

  • Glamorous Aura: The Bladedancer gains a +2 bonus to reaction rolls to impress and intimidate people she encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in her presence. (This is effectively the Mystic Aura proficiency)
  • Divine Striking: The Bladedancer can channel divine energy into her melee attacks. When the character successfully strikes a target with a melee attack, she can expend one of her daily spell slots to increase damage. Damage is increased by 1d4 per level of the spell slot expended.

(Also, replace the Righteous Turning class proficiency with White Lore.)

Spell List: Bladedancers use the Divine 2 spell progression. There are minor changes to their spell list compared to the ACKS Core Rules and Player’s Companion:

Ianna Spell List

Hyperborea HR

Cleric of Türas

Hammer of Türas

Türas is worshiped by the Skandiks, though unlike Ymir and Ullr he is an Empyrean god. This deity is associated with storms, thunder, and war and he is a ruthless foe of otherworldly creatures. Devotion to him is strongly discouraged in Vikland itself. (Türas is a version of Thor – or perhaps one of his sons. It is said that in Old Earth, he hunted giants.)

Requirements: WIS & STR 9 or more. Lawful alignment.
Custom Weapon Selection: Axes, swords/daggers, club, spear, warhammer. (“Narrow” weapon selection, plus one tradeoff for Broad Armour.)
Broad Armour Selection: Chain armour or lighter (including shields).
Two Fighting Styles: Weapon & shield, two-handed weapons.
Proficiencies: As Cleric; minus Righteous Turning, plus Endurance.

Granted Powers: Clerics of Türas cannot Turn Undead. Instead, they are granted powers to Inspire Allies and combat Otherworldly Enemies:

  • Inspire Allies: Inspiring courage requires a few moments of oration before a battle (one round), and grants the cleric’s allies within a 50′ radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the cleric), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn).
  • Otherworldly Enemies: Türas is said to strive against eldritch horrors. The cleric receives +1 on attack throws against aboleths, crab-men, elder things, fish-men, the Great Race, mi-go, night-gaunts, spore-men, and tentacular horrors. At level 7, this bonus increases to +2, and at level 13 it increases to +3.

Spell List: Clerics of Türas are Divine 2 casters with the following spell list:

Türas Spell List

Hyperborea HR

Cleric of Helios

Helios

Sometimes counted amongst the Empyrean deities, this god is quite literally the sun. Helios is associated with light, warmth, fire, rebirth, righteousness, blood, and power.

Some sages suggest that Helios (cold, scarlet, and bloated) is a dying god, whose fate is dictated by forces he is powerless to command. Of course, his followers (including many Pyromancers) reject this, for they believe Helios will one day assert his power and consume all in his unquenchable fire.

Requirements: WIS 9 or more. Neutral or lawful alignment.
Custom Weapon Selection: Swords/daggers, flails/hammers/maces, and spears/polearms. (“Narrow” weapon selection, plus one tradeoff for Broad Armour.)
Broad Armour Selection: Chain armour or lighter (including shields).
Two Fighting Styles: Weapon & shield, two-handed weapons.

Granted Powers: Clerics of Helios have the following granted powers:

  • Solar Nimbus: Clerics of Helios may cast light at will, with the effect centered on themselves. Light is also added to the cleric’s divine repertoire for free (and can be used at range or to affect a target’s eyes when cast as such). The rays cast by this spell are wan red, like the bloated and dying Hyperborean sun.
  • White Lore: Clerics of Helios may turn undead, but (as a result of the fading sun) are treated as one-half their level for this effect. If the character casts spells that require a saving throw versus Paralysis, his targets suffer a -2 penalty on the save. When the character casts spells that dispel or protect against magic or evil, the spell effects are calculated as if he were two class levels higher than his actual level of experience.

Spell List: Any light-related spells cast by Clerics of Helios radiates a wan red glow; this has no impact on their efficacy. Helios Clerics use the following spell list:

Helios_Spell_List_(Rev)

Hyperborea HR

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About K-Slacker

Gamer and referee for online gameblogs.
This entry was posted in Astonishing ACKS, Campaign Setting, Classes, House Rules and tagged , , , , , , , , , , , . Bookmark the permalink.

7 Responses to Astonising ACKS – Empyrean Clerics

  1. Pingback: The Many Faces of Xathoqqua | Mutants & Magic

  2. Pingback: Hyperborean Demographics – New Vinland | Mutants & Magic

  3. Pingback: Astonishing ACKS – Divine Spell Progressions | Mutants & Magic

  4. Pingback: Astonishing ACKS – Skandik Deities | Mutants & Magic

  5. K-Slacker says:

    House Rule: Instead of the RAW, the Righteous Turning proficiency stacks with White Lore to allow a Cleric to turn undead at their full class level (instead of at ½).

  6. Pingback: Revisionist Theology Pt. 2 – Apollo | Mutants & Magic

  7. Pingback: Revisionist Theology Pt. 3 – Artemis | Mutants & Magic

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